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Data Link Frame Data Thread [3.6]

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Table of Contents
1 Intro
1.1 Glossary [GLS]​
2 Frame Data
2.1 Normals [NRM]
2.2 Specials [SPC]
2.3 Grabs [GRB]
2.4 Ledge Attacks [LDG]
2.5 Item Throws [ITM]
2.6 Miscellaneous [MSC]​
3 References & Resources [RFR]

Glossary [GLS]
Hit Stun - This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link. Hit stun is calculated in Smash Bros. as: FLOOR[(0.4)*Knockback]

Block Stun - the term block stun is used to refer to three different things: The first and most rare is to refer to the delay after a player ceases to press the shield button before the player can move again. The second is the delay before a player can perform another move after successfully blocking a move. The third is the delay before a player can perform another move if the opponent blocked his move. This is calculated in Smash Bros. as: FLOOR((damage + 4.45)/2.235)

Knockback - the measure of how far an attack sends its target. In this table it's displayed as Base Knock Back / Knockback Growth or Base KB/ Weight KB/ KB Growth. Base knockback is the minimum amount of knockback the attack can deliver (in normal circumstances), and knockback growth is a factor that controls how much the knockback increases as damage increases.
*Values in brackets denote different values present in multiple hit bubbles.

Angle - Direction in which the player is sent from an attack or throw. A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player. A 361° angle is the Sakurai Angle and will send all aerial opponents 45°. Any angle between 260° and 280° is classified as a meteor. Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle

Startup - the time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.

Active - the amount of frames that actively hits the opponent

Recovery - the amount of frames that must pass after active frames when returning to your neutral position.

IASA - or Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished.

Frame Advantage - A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
On Block = Block Stun-(Active+Recovery)
On Block (Air) = Block Stun-(Landing Recovery)
On Hit = Hit Stun -(Active+Recovery)
*All values are based on the target's damage percent being 0%.

Normals [NRM]
Move Name|Nickname|Damage|HitStun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Jab Combo|Jab|5|8|4|16/37|361|5|3|20|18|-18|-14
|Jab2|3|16|4|40/20|[100,78,60,50]|4|3|22|17|-20|-8
|Jab3|6|19|5|40/50|30|5|5|40|32|-39|-25
|Loop|[2,1]|[4,5]|3|5/[50,60]|30|2|---|10|---|-7|[-6,-5]
Arc Swing|F-Tilt|[13, 14, 13, 12]|[17, 15, 14]|7|[15, 10]/90|35|13|4|22|37|-18|[-8, -10, -11]
Half Moon Swipe|U-Tilt|9|23|6|30/[122,130,124,123]|85|8|7|18|31|-18|-1
Sword Sweep|D-Tilt|11|40|6|90/50|[80,280]|9|4|25|30|-19|12
Running Slash|Dash Attack|[10,12,13,14]|19,20,21,22|6,7|25/100|[90,85,75,65]|6|6|36|40|[-35,-34]|[-22,-21,-20,-19]
Double Crescent Slash|F-Smash|[15,16]|[22,24]|8|25/[91, 93]|361|14|4|33|49|-28|[-14, -12]
|Second Swing|[18,20]|[28,30]|9|30/100|65|8|5|46|49|-41|[-22,-21]
Triple Arc Swing|U-Smash|4, 3, [10,9]|36|6|0/55/100, 47/20, 70/90|[95,98], [93,90], [80,90]|10|6[6]5[8]6|34|58|-33|[-3,-4]
Grass Cutter|D-Smash|[13,16,17,16],[11,16,17,18]|[17,20,21,22]|[6,8,9]|[26/95],[20/90]|75|7|3[5]3|27|42|[-23,-21,-20]|[-12,-9,-8,-7]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|Landing Recovery|IASA|Auto-Cancel|On Block
Dropping Kick|N-Air|[10, 12, 9, 7]|[15, 16, 14, 11]|[6, 7, 5]|[15,10]/100|361|3|28|9|15/7/4|36|<3, >31|[-5/0/3]~[-10/-2/1]
Spinning Sword|F-Air|14, 10|23|6|20/105,46/60|361,80|13|3[11]4|19|15/7/4|---|>48|-9/-1/2
Double Reverse Kick|B-Air|7(+2), 7(+2)|13|5|0/25/100, 15/100|361,40|5|4[6]6|25|15/7/4|28|>25|-10/-2/1
Ceiling Stab|U-Air|[16,12]|[21,19]|[8,7]|25/85|80|4|45|15|28/14/4|57|<4, >49|---
Floor Stab|D-Air|[22,20,19]|36,30,29|10,9|[50,40]/80|65|12|52|26|40/20/4|80|<12, >79|[-30/-10/6]~[-31/-11/5]
Clawshot|Z-Air|4(+1), 9(+3)|35|6|[60,45]/30, 80/50|361,100|9|8[3]3|37|15|---|---|-9
*Values separated by comma (,) denotes multiple hits, while data in brackets [n] denote one hit, multiple hit bubbles with different attributes (outside of the active hit box column)
**Values (+n) denotes shield damage
Ceiling Stab - Damage changes to 12 after 3f active
Floor Stab - damage becomes 19 after 3f active


Specials [SPC]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Hero's Bow|Neutral-B|5~15|6~9|4~8|8/50|30|18~60|---|30|---|-26~-22|-24~-21
Boomerang|Side-B|4,[11,6]/[0,3]|[13,14]/[0,10]|[4,6]/[3,4]|16/100, [55,30]/42, [0,25/26]|361,[70,65],70|27|2|14(20)|(6)|[-11,-9]|[-2,-1]/[-15,-5]
Spin Attack|Up-B|[15,5]|31|4|[32/95,60/100]|[361,360]|7|40|33|---|-68|-41
Spin Attack (Air)||4,2,2,2,6|25|5|0/[90,100,78,50]/100*2, 0/[88,100,78,50]/100, 0/[77,90,55,40]/100, 0/[60,70,43,40]/100, 40/123|[92,75,70,38]*2, [92,75,70,361], [92,75,70,45], 45|7|6[2]5[1]6[3]7[9]5|29|---|---|---
Bomb|Down-B|(6) 8~10|22~23|5~6|40/80|70|40|~270(~4.5s)|See [ITM]|---|---|---
Boomerang - Link's hand possesses a hitbox for 2f. 2nd set of data is understood as (Outgoing/Incoming). Second set of Recovery data is Link catching the boomerang. IASA is only present when the boomerang is caught.
Bomb - (Base Damage Represented), increases by regular throwing. I have high suspicion you cannot Smash Throw Link's Bombs.

Grabs & Throws [GRB]
Move Name|Nickname|Damage|HitStun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Clawshot|Z|---|---|---|---|---|10|9|66|---|---|---
Dash Grab||---|---|---|---|---|12|8|75|---|---|---
Pivot Grab||---|---|---|---|---|12|9|74|---|---|---
Hilt Strike|Pummel|3|6|---|0/100|361|8|1|15|---|---|---
High Kick|F-Throw|3(+1), 4|0|---|0/120/0, 35/110|361, 55|11|2|21|---|---|---
Reverse High Kick|B-Throw|3(+1), 4|0|---|0/120/0, 35/110|361, 50|10|2|22|---|---|---
Sword Launch|U-Throw|4, 8|30|---|50/100, 30/125|20, 90|25|4|20|43|---|---
Body Slam|D-Throw|2(+1), 4|0|---|0/120/0, 60/50|361, 90|20|2|23|---|---|---

Ledge & Wake Up Attacks [LDG]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Quick Swing|F-Floor Attack|6(+1), 6(+1)|35|5|80/50|361|20|2[5]2|21|---|-17|13
Standing Swipe|B-Floor Attack|6(+1), 6(+1)|35|5|80/50|361|14|2[8]3|23|---|-20|10
Standing Swing|Trip|5(+1), 5(+1)|35|4|80/50|361|18|2[8]2|21|---|-18|13
Flip Swipe|<100%|8(+1)|31|5|70/50|361|26|3|27|---|-24|2
Slow Stab|>100%|10(+1)|32|6|70/50|361|50|4|16|---|-13|13

Item Throws [ITM]
Move Name|Startup|Active|Recovery|IASA
Item Throw|6|1|18|20
Back Throw|7|1|18|20
Up Throw|9|1|18|20
Down Throw|5|1|18|20
Dash Throw|7|1|38|40
Item Throw (Air)|5|1|18|20
Back Throw (Air)|7|1|18|20
Up Throw (Air)|5|1|18|20
Down Throw (Air)|5|1|18|20

Miscellaneous [MSC]
Move Name|Intangible|Recovery|IASA
Ledge Climb|30|5|---
Ledge Climb Slow|55|5|---
Ledge Roll|25|25|---
Ledge Roll Slow|63|17|---
Ledge Jump|16|28|---
Ledge Jump Slow|22|37|---
Trip|6|24(+22)|---
Ground Trip|6|34(+22)|---
Turning Trip|7|33(+22)|---
Dashing Trip|8|42(+22)|---
Trip Roll|10|19(+22)|---
(+22) Recovery represented by getting up from being tripped.

Move Name|Startup|Intangible|Recovery|IASA
Spot Dodge|1|14|8|23
Air Dodge|3|26|21|---
Forward Roll|3|16|29|38
BackRoll|3|16|29|38
Shield|8|---|16|---

References & Resources [RFR]
Table Editor
Glossary of Fighting Games
SSBWiki
Japanese Smash Calculator
OpenSA2
Brawl Box
 
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AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Changelog
1|27
Corrected Startup of Double Crescent Slash (F-Smash) & Triple Arc Swing (U-Smash)
Thanks @ Thor Thor
5|16
Corrected Frame Advantage on Sword Sweep (D-Tilt)
Added missing Knockback and Angle Data to Throw & Grabs
Thanks @ Titanium Titanium , @ Beorn Beorn
5|20
Corrected Empty Jump Recovery value, adjusted frame advantage
6|5
Corrected F-Smash, U-Smash and D-Smash IASA
Thanks @ Titanium Titanium
6|27
Applied 3.6β Update​
 
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Thor

Smash Champion
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Sep 26, 2013
Messages
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You missed the Glossary, huh?
No, I read the glossary, and I'll quote you here:

AuraMaudeGone said:
Startup - the time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.
Capture.PNG


You've stated that fsmash has less startup than jab. That's just factually inaccurate.

Fsmash is not frame 5 (that is, it does not have 4 frames of startup, frame 4 being what I stated). I may have accidentally implied that I meant fsmash hit frame 4, but in any case, it is slower than jab. Perhaps you meant 14 and mistyped 4?

Smash throwing Link's bombs makes them go farther, hence, you can smash throw them. I don't know if that increases the damage output, but it does definitely make them fly farther.
 
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AuraMaudeGone

Smash Ace
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Messages
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No, I read the glossary, and I'll quote you here:



View attachment 37130

You've stated that fsmash has less startup than jab. That's just factually inaccurate.

Fsmash is not frame 5 (that is, it does not have 4 frames of startup, frame 4 being what I stated). I may have accidentally implied that I meant fsmash hit frame 4, but in any case, it is slower than jab. Perhaps you meant 14 and mistyped 4?

Smash throwing Link's bombs makes them go farther, hence, you can smash throw them.
Lmao! I double checked and I did miss that. Thanks for the response. I'll correct that ASAP.
 

Thor

Smash Champion
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This is definitely helpful to have, since the old one was outdated and not going to be fixed [and I don't have PM on me, but I play in local tournaments so I can't just test stuff with debug mode myself...]. Thanks for putting it up.

Also no problem, I was reading stuff and realized it said jab startup > fsmash startup and I knew that was wrong XD. If it's 14 (or whatever), that's still not bad (and ftilt is barely any faster... I want a somewhat faster ftilt now, since so many ftilts are faster and do similar things... even Roy's is faster I'm pretty sure, and I think longer-range....)
 

Titanium

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First off, thank you for creating this, I have pretty much used it every day for months without giving you props so here's to you. On a less great note, I think there's something wrong with the throws. I'm not sure what you meant by a knockback of 0/120/0, since I wasn't sure what the last 0 meant. More importantly the angles are mostly 361 with the exclusion of up-throw which is 20. I know down throw is effectively sending the opponent at 90, and up throw is close to that as well. The best I could figure is you meant the hit dealt to people who weren't grabbed when the throw was performed (not tested myself), but I thought I should point it out in case it was just a mistake.
 

Beorn

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Thank you for this, this is something that was really needed.

This is no way dtlit is 22 on block. You may have forgotten the -. To anyone reading this thread: Link, as with other characters moves, has a frame or 2 of animation on some attacks before for the hitbubble is actually in front of him where it can hit the opponent. Ftilt, dtilt, and jab take an extra frame or two before the move is in a position that can threaten the space in front of him.

For instance, Jab is frame 5. This frame is above links head and pretty useless. frame 6 is when you will be hitting someone in front of him.

Also we all must have been adding an extra frame to everything in these threads, because I'm pretty sure jab has never been frame 5. We always counted it as frame 6. Guess this was wrong.
 
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Titanium

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This is no way dtlit is 22 on block.
It's actually not bad on block, only -11 if he hits with the last available hitbox. Which leads me to another question, is advantage/disadvantage done in an ideal situation like that or during the far more likely 2nd or 3rd frame of the hitbox being active? I know for aerials it's ideal.

Also, with regards to f-tilt, the early hitbox is useful if they're above you and you want to send them to the side as opposed to up with up-tilt. Most of the others are as annoyingly useless as you said ;_;
 

AuraMaudeGone

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First off, thank you for creating this, I have pretty much used it every day for months without giving you props so here's to you. On a less great note, I think there's something wrong with the throws. I'm not sure what you meant by a knockback of 0/120/0, since I wasn't sure what the last 0 meant. More importantly the angles are mostly 361 with the exclusion of up-throw which is 20. I know down throw is effectively sending the opponent at 90, and up throw is close to that as well. The best I could figure is you meant the hit dealt to people who weren't grabbed when the throw was performed (not tested myself), but I thought I should point it out in case it was just a mistake.
For one reason or another I didn't add the actual throw data in. Corrected. Thanks for reporting this!
0/120/0 would be 0 BKB, 120 WKB, and 0 KBG, which would result in no hitstun. I apologize for not making this clear enough.

Thank you for this, this is something that was really needed.

This is no way dtlit is 22 on block. You may have forgotten the -.
You're right, it's actually -19. I had the wrong blockstun value up there (50f, lmfao). Thanks.
The rest of you post is interesting also. Maybe the animations could be changed in the future so that the effective attack range can be more efficient. Additionally, you're not wrong about Jab being active on the 6th frame. The chart says that, you kinda misread it. It happens.

It's actually not bad on block, only -11 if he hits with the last available hitbox. Which leads me to another question, is advantage/disadvantage done in an ideal situation like that or during the far more likely 2nd or 3rd frame of the hitbox being active? I know for aerials it's ideal.

Also, with regards to f-tilt, the early hitbox is useful if they're above you and you want to send them to the side as opposed to up with up-tilt. Most of the others are as annoyingly useless as you said ;_;
The frame advantage assumes you hit them with the first hitbox, you can adjust your calculation for later hitboxes just like you did.
 

Beorn

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You're right, it's actually -19. I had the wrong blockstun value up there (50f, lmfao). Thanks.
The rest of you post is interesting also. Maybe the animations could be changed in the future so that the effective attack range can be more efficient. Additionally, you're not wrong about Jab being active on the 6th frame. The chart says that, you kinda misread it. It happens.
Oh, I was misinterpreting the way you did this. Startup isn't including the actual frame the hit bubble is out on. They aren't going to change his animations to help with that.

So the startup of jab is frame 5. The hitbox is out on frame 6 and the move is actually a real attack on frame 7 when the hit bubble is finally in front of him.
 

Titanium

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Sorry, to seem nitpicky, but I noticed another small issue. The forward smash's first hit's IASA is 49, same as the second swing.
 

EmptySky00

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So I just want to question the merit of having an "on hit" column when frame advantage on hit is a result of like 4 different factors in any practical sense. For example, this says that Spin is -41 on hit whilst boomerang is -2. You might be using some random standard to find this, like Mario at 0% during a specific lunar phase, but that still doesn't come across as practical information and is overall just misleading.

I normally wouldn't care, but my friend is being a dumbass telling me that his X combo doesn't actually work and everyone else is just stupid because the frame data thread said his move was -2 on hit. And his autism is *actually* pissing me the **** off.

Oh, I was misinterpreting the way you did this. Startup isn't including the actual frame the hit bubble is out on. They aren't going to change his animations to help with that.

So the startup of jab is frame 5. The hitbox is out on frame 6 and the move is actually a real attack on frame 7 when the hit bubble is finally in front of him.
This also irks me about a lot of the frame data threads. It's far more practical to denote the frame the hitbox comes out rather than telling me how much startup it has then making me add 1 to get to the relevant information. It really confused me at first because I didn't realize he was denoting startup so I was getting wrong information until I looked at it closer. It's just a nuisance.
 
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TheGravyTrain

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Can you double check jab 2? It could be the format of the thread messing with me (definitely used to Sartron's way of formatting it), but I definitely just tested jab 2 in debug mode. It has 10 frames of endlag (iasa included since frame advance). That also throws off advantage on hit and block. On block it is -7 and on hit it is +8 on Marth at 0. Should be the same on Mario as well.
 
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